public LookForPlayerState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayer stateData) : base(etity, stateMachine, animBoolName) { this.stateData = stateData; }
public E1_LokkForPlayerState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayer stateData, Enemy1 enemy) : base(etity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Skeleton_LookForPlayerState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayer stateData, Skeleton enemy) : base(entity1, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayer _stateData) : base(_entity, _stateMachine, _animBoolName) { stateData = _stateData; }
public E2_LookForPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_LookForPlayer stateData, Enemy2 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
public Blob_LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayer _stateData, Blob _enemy) : base(_entity, _stateMachine, _animBoolName, _stateData) { enemy = _enemy; }